Being a sort of monk in training I have been inspired to make my own monk, this one is a skill monkey and a guy who kills stuff with his fists, with style and a lot of showing off.
Allignment: A monk must remain lawful in order to continue levelling up in the class and to keep the class abilities, If A monk becomes nuetrel on the law/chaos axis then the monk keeps his class abilities but cannot continue training as a monk. If a monk becomes lawful again it must take a test of atonement, often consisting of being sent on a mission to recover an artifact, light all the candles in the monastery or to just prove that they are willing to show complete dedication to self-enlightenement.
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
NAME OF CLASS
|Level||Base Attack<br>Bonus||Fort Save||Ref Save||Will Save||Special|
|Bonus feat, flurry of blows, unarmed strike, Trapfinding|
|Bonus feat, evasion|
|Still mind, Trapfinding|
|Ki strike (magic), Wallwalking|
|Purity of body, Timeless body,|
|Bonus feat, The wisdom on a path to enlightenment|
|Wholeness of body, tongue of the sun and moon|
| Mettle greater flurry |
| Improved Mettle|
|Ki strike (lawful/Metalline)|
| Air quiver|
All of the following are class features of the monk.
Weapon and Armor Proficiency
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling, Unarmed Strikes
Monks are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Monks (and few other than monks and rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 5th level it disappears.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham(you may also use flurry of blows with any weapon the monk has weapon focus in)). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1˝ or ×˝) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Table: Small or Large Monk Unarmed Damage Level Damage
(Small Monk) Damage
1st-3rd 1d4 1d8
4th-7th 1d6 2d6
8th-11th 1d8 2d8
12th-15th 1d10 3d6
16th-19th 2d6 3d8
20th 2d8 4d8
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
You may also take any fighter bonus feat that has an int or wis requirement and use wis instead of int if you choose.
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
At 4th level a monk gains the ability to walk on walls.
The monk walks on the walls like someone who is walking on the floor however, if the monk takes any damage they must make a concentration check (DC20 + 1/2 HD of creature - monk level plus any class that improves unarmed strikes. - your wis modifier + creatures str mod or casting stat if it is a spell.)
Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Timeless Body (Ex)
Upon attaining 5th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Wisdom on the path to enlightenment (EX)
At 6th level, a monk may add his wisdom modifier to all int, str, con and dex checks, you may also use this for UMD and UPD.
Tongue of the Sun and Moon (Ex)
A monk of 7th level or higher can speak with any living creature.
Wholeness of Body (Su)
At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level times his/her wisdom modifier each day, and she can spread this healing out among several uses.
At 8th level or higher if a monk makes a successful Fortitude or will saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Mettle can be used only if a monk is conscious and has a positive bonus to wisdom and fortitude.
Improved Evasion (Ex)
At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Improved Mettle (Ex)
At 10th level, a monk’s mettle ability improves. She still takes no damage on a successful Fortitude or will saving throw against attacks, but henceforth she takes only half damage on a failed save. A unconscious or monk that doesn't have a positive bonus to wisdom or constitution doesn't benefit from improved mettle.
Diamond Body (Su)
At 12th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su)
At 13th level or higher, a monk can slip magically between spaces, as if using the spell dimension door,. Her caster level for this effect is one-half her monk level+4+ his/her wisdom modifier
Diamond Soul (Ex)
At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
Quivering Palm (Su)
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ˝ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Air Quiver (Su)
From 16th level and onwards a monk can use his quivering palm abilitie additional times per day equal to his dexterity modifier. He may also use it through the air however all the previous conditions must be met and the DC is decreased by 2. The target must also be unaware that the monk is using the abilities or the monk must be within 30 ft.
Change Form (Ex)
At 16th level the monk has learnt to change his form to any living creature the monk if familiar with it, it becomes that creature as changeshape only with a living creature. CL is 1/2 monk level + Wis modifier +
Empty Body (Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
A monk may also use maneuvers he gains in flashes of insight thanks to his wisdom, He gains them as a crusader and gains a random one every round and also may make a dc 20 concentration check to gain another one.
He has access to Diamond Mind, Stone Dragon, hero's edge. (I am looking for another appropriate Dicipline, please post if you find one.
Note: any level of a class that increases your unarmed strike progression also gives you +1 to your monk level for purposes of learning new maneuvers.
I decided to edit the monk quite a bit because to begin with the monk was a jack of all trades that couldn't do anything well enough to warrant a spot in a 4 man party. This is supposed to cover a wide range of possibilitys and still be compatible with many ACL's.